(edited by Jaetara.4075)
Dev Feedback - Interesting Trait changes
(( Fire ))
- Minor -
Flame Barrier: Gain Fire Aura for 3s when you attune to fire. 20% trigger chance.
This trait looks very rare to trigger as well as a bit boring.
My suggestion would be:
While Attuned to fire, gain Fire Aura for 3s when you get immobilized, chilled or crippled. 33% trigger chance. This seems more interesting to me.
- Adept -
Power Overwhelming: Gain 7% condition damage based on your power.
I would keep only the first part of it, cause if you wanna go for a condition build you probably won’t have that high Power, and add some condition duration to help condition builds to get more viable since we lost the 30% condition duration from fire line.
My suggestion would be:
Gain 7% condition damage and 15% condition duration.
- Grand Master -
Pyromancer’s Puissance and Blinding Ashes are a bit boring and not as strategic as Persisting Flames but I don’t really have an alternative, I just mention it as a food for thought :P.
(( Air ))
- Minor -
Zephyr’s speed: Move 10% faster while attuned to air.
This trait doesn’t seam that useful since we have other ways to gain more speed and speed has a cap. Also Air line is all about critical damage and we loose ~ 15% critical chance from the line stat bonus.
My suggestion would be:
Gain +10% critical chance while attuned to Air, or Gain +5% critical chance (at any attument).
- Adept -
Ferocious Winds: Gain 7% Ferocity based on a percent of Healing Power.
This trait has no synergy at all, it was much better as “Gain 7% healing based on your precision” but still. I would like something that I could see fit into a build.
My suggestion would be to either keep the
Zephyr’s focus: Your endurance recharge faster while channeling a skill.
Or the Air Training: Deal 10% more damage while on Air.
One with Air: Gain super speed when attuning to air.
This is a kinda boring trait it needs to get more interesting and meaningful for a critical based build.
My suggestion: Critical hits have 33% chance to give you super speed for 3s, while on air.
- Master -
Aeromancer’s training: Gain 150 Ferocity while attuned to Air. Reduces recharge on all air weapon skills by 20%.
My suggestion: Deal more 10% more damage while attuned to Air. Reduces recharge on all air weapon skills by 20%.
(( Earth ))
- Master -
Strength of Stone: Gain 10% Condition damage based on your toughness.
Since earth line won’t give Condition damage anymore I believe this trait doesn’t make that much of a sense. I would like something more interesting and bound with a skill category, similar to “Arcane Lighting”.
My suggestion would be:
Gain 150 condition damage when you use a signet or a glyph skill.
Rock Solid: Grant stability to nearby allies when attuning to earth.
I would just increase the duration to 3 secs, cause it seems a bit useless right now, there is not even enough time to stomp someone. Also this is a master trait should make a more noticeable difference when you pick it.
(( Water ))
- Adept -
Stop, Drop and Roll: Dodge rolling removes burning and chilled.
This trait seems very poor to me and since we have other methods of cleaning is kinda useless.
My suggestion would be to bring back the “Arcane abatement” since it is a clearly defensive trait.
Piercing shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
Water line is a more of defensive supportive line so who cares or who focuses on damage while on water attument? Also the vulnerability we deal with weapon skills isn’t enough or can be removed by the time we happend to be on water and damaging to rely on that 20% more damage. This trait doesn’t make that much of a sense.
My suggestion would be: Arcane or signet skills cause vulnerability when used. Vulnerability lasts 20% longer.
(( Arcana ))
- Minor -
Arcane Precision: Skills have a 10% chance to apply a condition on critical hits. Attunements recharge 15% faster.
In my opinion the first part of the trait is circumstantial and condition damage doesn’t fit Arcane line.
My suggestion would be: Boons last 15% longer. Attunements recharge 15% faster.
- Adept -
Arcane Abatement: Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
I would leave that trait on water and replace it with what we are missing here, a smart multi trait for weapons.
My suggestion would be:
Weapon Mastery: While holding a staff your area effects are larger. While holding a scepter your endurance recharge faster. While holding a dagger on your main hand you run 20% faster (or you deal 10% more damage when you are at less than 300 range).
- Grand Master -
Elemental Attument: When attuning to an element, you and nearby allies gain a boon.
Compared to Evasive Arcana this skill seams weak so I believe that people won’t use it. My idea is to add something that will make it have synergy with builds that are focusing on boons.
My suggestion is:
When attuning to an element, you and nearby allies gain a boon. Your boons last 15% longer.
(edited by Jaetara.4075)
Arcane Abatement definitely belongs in arcana. Nonetheless I advocate providing an alternative multi-trait for weapons.
Otherwise I concur with the general recommendation to add consistent benefits in addition to the conditional uses of these traits. If I wanted “10% chance for this… 10% chance for that…” I’d play Engi.